Dwarfare Games

Dwarfare Games

We are a publisher of tabletop roleplaying games through DrivethruRPG. We have been publishing Dungeon World supplements for just over a year now and we are currently working on our own tabletop rpg system called Chimera. In this short time, we have managed to create over 20 products, including blank maps to be purchased and as cartography commissions.

  • Santo Domingo, Dominican republic.
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Our Products

This is the number of supplements and original content that we have created so far.

Dungeon World 22 Products
Cartography 6 Products
Chimera System Rulebook 1 Product












Chimera Cover

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Chimera is a tabletop roleplaying engine suited to run fantasy, modern, and sci-fi themed games. Chimera uses flexible rules that allow you to put the fiction first, but with enough crunch to add more structure to the resolution mechanics if you so wish. In essence, playing Chimera is a conversation where:
• The Game Master describes the environment.
• The players describe what their characters do.
• The GM picks the most relevant abilities and asks the players to roll.
• The player rolls a ten-sided die per rank in the relevant abilities & chooses the highest.
• The GM takes in the results & narrates the outcome of the character's actions.

The book is divided into two parts that contain chapters of various lengths.

Part 1

The following chapters are designed for both PCs and GMs.
Learn to Play: Everything you need to know about the rules that make up the Chimera Roleplaying System is found in this chapter. Make sure you read this first.
Characters: This chapter goes over everything related to character creation, character development, filling a character sheet, and how to build certain archetypes.
Races & Traits: The races & Traits chapter contains information about the races you can play in fantasy, modern, and sci-fi settings.
Perks: The perks chapter contains abilities that you can take that help you improve and expand the capabilities of your character.
Powers: All the rules regarding powers and those who wield them are found in this chapter.
Wealth & Equipment: This chapter goes over the abstract system of owning Resources and Wealth, as well as equipment, and the services you can acquire with them.

Part 2

It only contains three chapters, but these are crucial for any aspiring GM.
Game Mastering: This long chapter goes over what is to be a GM, tips I have found useful throughout my years as a GM, and a toolbox for creating adventures, campaigns, and character options.
Enemies: This chapter contains an assortment of creatures to pit against the PCs in your game.
Example Setting: This chapter holds the notes of a small campaign setting hurriedly put together to test how well all Chimera elements worked collectively.

This chimeric beast heavily draws inspiration and mechanics from games such as Apocalypse World, games derived from the d20 system, Dungeon World, and Fate Core. You can see these influences in the core mechanics of the game.
Dice Pool: The Chimera Roleplaying System uses ten-sided dice to determine the success or failure of actions and circumstances presented during the game. Your dice pool is the number of dice you are allowed to roll to resolve a task's outcome. Your pool is composed of your ranks in the appropriate abilities (Action + Approach).
Abilities: Abilities are the bread and butter of all characters. They define what a character can or can't do and how well they can do it. Actions represent the overall capabilities of your character to get things done. If actions are what you can do, the approach represents how you get things done. A situation might have different approaches, and you get to choose how things get done.
When To Roll: Whenever the outcome of a task is uncertain and has some real consequences, it is time to gather your dice and roll. As a player, you will make most of the rolls in the game.
What To Roll: To determine the outcome of your character's action, you roll a d10 per rank in the relevant abilities to form your dice pool. You roll and keep the highest die of them all.
Degrees of Success: How well or bad you do will depend on your result when you roll to determine a task's outcome. When you roll to determine an outcome and have at least a ten, it counts as a success. If the highest die from your roll is a nine, it counts as a partial success. If you roll and your result has no 10s or 9s, it counts as a failure.

In Chimera, you follow ten steps to build your character, allowing you to choose essential aspects of your avatar such as their background, race, extraordinary abilities called perks, their principles and goals, and their gear.
Race: Each race has a list of inherent and optional traits and perks to choose from to tailor your character to your needs. If the options presented do not suit you, the game has optional rules to implement that allows you to choose the traits that best fit your character, regardless of race.
Perks: They can help you boost something you are already capable of doing or let you do things impossible for others, such as casting spells. You can spend XP to learn any perk you want as long as you meet the requirements and take some downtime to do it.
Equipment: Select from a vast selection of gear and services to build your character. Equipment can be enhanced in many ways. They can be made from different materials, possess other gadgets to increase versatility, refined craftsmanship to strengthen protection, or resist different types of damage such as ballistic and energy. Want to make a laser sword? Buy a sword and pay for the concealable and energy modifications, and you are good to go!
Wealth: Chimera uses an abstract wealth mechanic where the minutiae of keeping track of everything owned, bought, and how much money you have left isn't important. It can be used in any game, be it a fantasy, modern, or sci-fi setting where there is a fairly standard economy. It could also be used in an apocalyptic setting where keeping track of every resource you have left and living on the edge is part of the game's focus. It all depends on the interpretation given to wealth, as explained in the sections below.

GM Toolkit: This book contains chapters aimed to help the game master know what their role is, understand their agenda, arbitrate the rules, and run the game. All delivered in a condensed manner for an easy read. It also includes guides to create adventures, campaigns, enemies, curses, diseases, and traps, give rewards, create character options, numerous optional rules, enemies to pit against players, and an example campaign setting.
Sell Your Stuff: Got a new awesome adventure, campaign setting, character option, enemy, optional rule, or cool supplement in general that you want to publish? Do it! As long as your content is original, you can sell it under a creative commons license!
Any Type Of Art: From elavorate illustrations to simple vector art, this book contains tons of example for artwork that you could immitate for your products.

Got a new awesome adventure, campaign setting, character option, enemy, optional rule, or cool supplement in general that you want to publish and sell? Click here to learn more.

Showing posts with label tabletop rpg. Show all posts
Showing posts with label tabletop rpg. Show all posts
  • CHIMERA PLAYTEST - SESSIONS 6 & 7


    Cast

    Alexia - Female Elf, Hunter.
    Bastard - Male Half-Orc, Half-Dwarf.
    Agatha - Female Human (Immortal Witch).
    Forte - Android Posing as a Half-Orc.

    Summary

    Right after taking down the bots, Mundi tried to open the gates of the complex but triggered an alarm while doing so. Seeing this, Mundi decided to flee once he saw the two bio guards that appeared from around the corners of the building and left the heroes to deal with their mess by themselves. They quickly dispatched the creatures - who seemed to be thanking them whenever they died - and proceeded to go inside.

    Without Mundi's help, the heroes had to rely on Forte which didnt do a good job while hacking the mainframe computer and triggered an alarm on the inside that caused the front gate to shut down and over a dozen of bio guards to emerge from the 86th underground floor. They managed (with great difficulty) to deal with the bio guards and get the codes they needed thanks to Agatha animating a dead bio guard that had some computer skills.

    Once they got out, they headed back to Dorian's mansion where they stayed there for a couple of days to heal and gear up. Guido left them with fair warning that they should do whatever in their power to pack everything they deemed necessary to survive for days, even weeks inside the ship since it stretched for miles and miles and getting lost in it was a possibility. With this in mind the heroes traveled to the underworld to find a goblin that was rumored to know where a shuttle could be found.

    After hours of searching they finally found Ug, an old goblin that had been hiding in the underworld for decades thanks to 3 individuals that had a bounty on his head. Surprisingly enough no one in the underworld bothered to collect this bounty but the heroes never bothered to ask. Ug told them he would give them the location of the shuttle if they would take out these three individuals; a gnome that had a slave trade with children, a shetani assassin, and a woman named Belinda that ran a series of successful brothels on the surface. The heroes agreed to do this without asking much and started to head back to the surface to locate their targets.

    The group decided to go after Belinda first, little did they know (due to a lack of research) that she was one of the most powerful crime lords in this dome and killing her would prove a very dangerous task. Most of them tried to pass as prospects to work in the brothels but only Agatha and Forte made the cut. After they passed a series of tests, Belinda decided to meet up with Forte first and see what this android was all about. While interviewing him, she noticed deception in his word and encouraged him to tell the truth before she had to extract it out of him. Forte continued lying until he saw there was no way out of it and decided to try and take Belinda out by himself. Unfortunately for Forte,  Belinda had 4 Jitu guards that quickly took him out, breaking his photo-receptors and blinding him in the process.

    By now Belinda suspected Forte was not alone in this endeavor and went after the "new recruits". Seeing this, Alexia tripped one of the Jitu guards that went after her and decided to make a run for while Agatha tried to face her opponents but was quickly captured.


    Bastard stayed outside all this time and decided to try and blow some of the vehicles parked outside to try and draw some attention to him. This didn't go so well for him, killing many "innocent" people in the process. Shortly after that, Alexia was cornered in al ally by two other guards that went after her.


    Conclusion

    After the last session the group decided they had been too careless about the mission and did not want to continue the story any longer. The group decided to switch to a fantasy setting and make new characters where they promised each other that they would be more careful about what they do. ill be writing about the new campaign soon.

  • The Hellion Updated



    The Hellion, a Dungeon World playbook recently reached Best Copper Seller and as I promised, the artwork has been updated to match our most recent playbooks. Previous customers get the upgrade for free, of course!



  • CHIMERA PLAYTEST - SESSION 5


    Cast

    Bastard - Male Half-Orc, Half-Dwarf
    Forte - Android Posing as a Half-Orc
    Agatha - Female Human (Immortal Witch).

    Summary

    After the encounter with the dealer the heroes contacted Guido once more to give him the good news and deliver the prisoner to him. Guido guided them towards a heavily guarded complex where they entered a dark room that seemed to extend to no end. At the center of the room there was a large container tube of sorts containing a decrepit body suspended by a translucent liquid and many wires that reached towards every wall in the room.

    Guido proceeded to take the disk from the heroes and inserted it into a computer terminal near the tube. As soon as this happened, the body opened its eyes and started to move, then, they heard a voice over numerous speakers that introduced itself as Dorian and was thanking them for bringing the disk back to him. The disk contained his memories from when he was captaining a star ship during the rebellion 100 years ago and this information was vital in order to identify his ship which in theory, held a cloned body of his in stasis. His purpose: to transfer his mind into the clone and finally be able to move freely.

    Dorian payed them a handsome amount of resources and informed that he had one last mission for them, a very dangerous one but that if they were successful he would help them achieve their personal goals. Forte wants to establish an organ trade and Bastard just wanted enough resources to establish a brothel and live his days among his riches. Dorian knew this way before hiring them for their first mission and assured them he would make sure they achieve those goals. Then, suddenly he asked "and what about you, witch?" and from the shadows stepped out Agatha, a human witch that was snatched from a world similar to ours where she had to make a pact with a demon in order to survive that world's inquisition. Dorian asked for her since she has been around far longer than he has and her knowledge about the planet's past would prove vital for the mission.

    To get the ship, they would need to find a functional pod that could make the trek and get the access codes encrypted in one of the old AI's hubs so that they don't get blasted from the sky the moment they make it outside the planet by the crazy AI's interplanetary defense system. The group decided to go for the codes first and went to survey a building that possibly had the codes they needed according to what Agatha remembers. There they noticed the entrance was guarded by two robot sentries and two human guards that walked around the perimeter.

    They decided to hire Mundi again and use him for all the high-tech problems they may encounter. Agatha decided to use her charms and convince Mundi to go in alone and get the codes for them, which he agreed to if they took care of the sentries without triggering any alarms. The group took a straightforward approach and battled them straight on. The encounter was brief; Bastard fell first and then Agatha. Forte withstood the attacks long enough to deliver the punch that destroyed the last sentry. He took two stim-packs after the encounter and brought the rest of the party into consciousness.

    Conclusion

    Overall the session was short but fun. We now have a new player that will potentially become a regular (which is always a good thing!). I have noticed that combat is very fast paced which makes it hard to track down conditions and levels of wounds. I have decided to simplify the wounds rules so that they can be quickly applied and tracked in combat. I have also decided to change the dynamics between Principles and action points, players are not really paying attention to it since they don't have much time to think while fighting. Hopefully the changes will be for the best.

  • CHIMERA PLAYTEST - SESSION 4


    Cast

    Bastard - Male Half-Orc, Half-Dwarf
    Forte - Android Posing as a Half-Orc
    Punich - Male Elf

    Summary

    Continuing where they left off, Bastard and Forte contacted Guido and informed him of their failure. he instructed them to lay low for a while and that another opportunity may arise sooner than they expected. A few days later they were contacted again by Guido to inform them that there were rumors that the seller was on the move again. This time the heroes decided to hire a Coati GMO hireling with hacking skills to try and locate the seller, which he did after a day or so of searching but not without putting the seller on high alert. Unfortunately the hacker wasn't that good and his hacking triggered a security system that alerted the seller he was being tracked, that forced him to move to the Underground to try and smuggle himself out of the city with the disk.

    Mundi (the Coati GMO) informed the heroes that the Underground was literally a place underground where all the sewer lines converged and it is one of the most common places to smuggle things in and out of the dome without drawing too much attention. There were 23 exits through the sewers and the heroes needed to find a way to narrow down the seller's options. Mundi suggested that if their employer was powerful, the seller would do his best to avoid the exists the employer controls and with this information the heroes decided to contact Guido and try their luck.

    Unfortunately the heroes did not get the help they wanted but at least at the last minute an elf mercenary called Punich showed up on behalf of Guido to help them out.

    In the end they had to guess from which exit would the seller come out from and prepare an ambush there. This time they got lucky. The seller came out of the sewer on a speeding boat captained by an akradi smuggler and two robots.

     Punich had positioned himself inside a building and from there he took a shot at the boat which damaged it enough to slow it down. Bastard used his newly acquired jetpack to try and land on the boat but was met with resistance midair by one of the robots. The second robot started to fly towards Punich but he took it out with a single shot. Forte tried to make a long jump to also land on top of the boat but ended up landing in the water instead.

    The akradi smuggler took a few shots against Forte but did not damage him enough to defeat him, all Forte had to do was get on top of the boat and it was game over for the smuggler. Punich managed to kill the robot bothering Bastard, immediately after, Bastard rushed the seller, dodge of a few of his bullets and with his katana he took both of the seller's arm. Forted used his medical kit to keep the seller alive and now it was time to deliver him to Guido.

    Conclusion

    This has been the 4th week I run the game without writing a section for the GM and just going with thoughts I previously had on how monsters and encounters should work. I should put it all down in paper before I forget.

    Almost at the end of the session a friend of Tibaldo showed up and he was curious about the game and wanted to give it a try. I told Tibaldo to try and make a character for him un 15 minutes or less based on how his friend described his character. Surprisingly enough Tibaldo understood what his friend wanted to play and built the character accordingly in 10 minutes. He stated that now that he knows how the system works it was super easy to make characters. His friend liked the game although he only played for a bit but he mentioned it was easy to remember what talent did what and how the game worked in general. It was a short but pleasing session.
  • The Scoundrel Updated


    The Scoundrel, a Dungeon World playbook recently reached Best Silver Seller and as I promised, the artwork has been updated to match our most recent playbooks. Previous customers get the upgrade for free, of course!


  • Chimera Excerpt - Health & Wounds




    We've got a mix of excerpts from different sections of the book that work along the rules for Health and Wounds and a section to adapt these rules in a more condensed matter to Dungeon World.

  • CHIMERA PLAYTEST - SESSION 3


    Cast




    Forte - Android Posing as a Half-Orc


    Bastard - Male Half-Orc, Half-Dwarf



    Summary

    Bastard and Forte received a message from a guy named Guido who had a job offer on behalf of his employer and wanted to meet with them. They agreed and decided to meet in a shady alley in a nearly abandoned sector of the dome. There, Guido explained that his employer managed to get a hold of some footage of them emerging from the subway  a feat no one has been ever to achieve in a very, very long time — and wanted to hire them to retrieve a disc with valuable information that was stolen from Guido's employer. Guido kept his employer anonymous the entire time which didn't seem to matter since the characters never attempted to figure out who Guido or his employer were anyways.

    The mission had a high risk of course and whoever acquired the disk was now trying to sell it so the characters needed to find the seller before that happened. Bastard and Forte agreed to the mission without even asking how much the job would pay, they seemed eager to get back in the action.

    Forte used his streetwise to locate the seller at a fancy pub where he was sharing a few drinks with three of his bodyguards, one of them being large built half-troll. Forte was very straight forward and announced that he knew he was selling the disk and he wished to buy it. The seller automatically became suspicious of Forte and Bastard and gave them a ridiculous amount, which he knew they wouldn't be able to cover. The heroes tried to persuade the seller but now he was eager to leave, none of them tried to stop him when they saw the half-troll stand up from his chair and let the seller leave with his guards.

    Bastard and Forte took this time to stock up on explosives and other good gear to go find the seller and confront him if it came down to that. This gave the seller time to prepare back at his center of operations which was an abandoned factory in the sector mentioned earlier.

    Bastard was able to track the seller with ease back to his lair. There they saw a hover car parked outside the entrance with two guards at the entrance (the same guys they saw at the pub but without the half-troll). The heroes discussed how to best approach this and finally decided that while Bastard tried to distract the guards, Forte would try to sneak behind the car, rig it open, and drive it towards the entrance to come out guns blazing afterwards. The mission backfired when Forte failed to open the car and triggered the alarm.

    At this point two other guards appeared with rifles and immediately began to shoot the heroes. Bastard was able to take down one of them but not without getting severely wound while Forte took out the other three with only a grace from a bullet. After the four guards were taken care of, a fifth one appeared wielding an energized katana, Bastard was alive but unconscious due to a well landed punch he received directly on his head. It was up to Forte  to duel the guard. 

    Forte defeated the guard but not without taking heavy damage. When the coast was relatively cleared, Forte grabbed Bastard and dragged him away from the factory while he contacted Guido and informed him of what was happening. Fortunately for them, Guido was close by and was able to provide some assistance with a healing potion which was used to remove Bastard's wound and help him regain consciousness. Once they were on their feet, Guido sent them back to the factory to try and capture the seller before he escaped.

    Bastard and Forte went back and made it inside the factory only to find the half-troll and the seller escaping on hover bikes along with some cases. Bastard began to throw grenades at them but all he achieved was to get stuffed blown up except for the targets. Once they escaped the heroes found a single hover bike functioning after Bastard's last explosion and decide to ride it together while they chased the bad guys.

    After a few minutes they lost sight of the half-troll which ambushed them by jumping over them from a hill on the side and shooting as he flew by (very cinematic!). Bastard crashed the bike and he sustained enough damage that his legs got wounded and couldn't use them. He could move from the waist up without any issues but his legs were not working properly. 

    The half-troll dismounted his bike and proceeded to walk towards the heroes, unfortunately for him Forte managed to get up and strike the troll with a nasty punch while Bastard delivered the final shot.
    They knew the couldn't catch up to the seller any longer and decided to head back and inform Guido of their failure.

    Conclusion

    This was more of an improvised session since real life has been getting in the way of all of us in my group. Luckily Martin and Tibaldo managed to show up and this was the result of the session. They got to test some of the changes I made based on their suggestion such as a readjustment of how prices were displayed and some minor modifications to a few skills.

    Speaking of skills, I thought they already covered most of the things a player could come up with but during the session there were some scenarios which didn't quite fit under the rules of a skill and had to improvise on the result. Ill have to add a note for GMs on how to improvise with the skills.

    I also noticed that the players were struggling with the principles, action points, and goals. I had to constantly remind them they have those and how to use them. One of them admitted that he probably struggled with it because he didn't have the time to read that section of the playtest document yet. I wonder if this is the case with the rest of the group. That's something ill have to look into soon.











  • CHIMERA EXCERPT - Principles & Goals



    Today I bring you an excerpt from the Characters chapter as it is currently seen in the playtest document my group has.

    Choose Your Principles

    Principles represent your character’s inherent beliefs, morals, and individual attitudes towards particular situations. Principles are not meant to be a straining jacket for your character, they are there to help you guide your character’s actions and define what is important to them and what isn't, however, principles are also there to be challenged. In play, you get rewarded if you stick to your principles and get to use Action Points to help you achieve whatever task you undertake that involves one of your principles.

    Writing Principles

    Principles make a statement about what your character believes, wishes to believe, or aspires to be (whether your character admits it or not, or is aware of). They are a tool for you to consult when you don't know how your character should act. A principle cannot contradict another principle, it cannot be too vague, it must be challengeable, and it must lead to action or refrain you from acting under certain circumstances. For example, on a fantasy setting you might choose to play a knight that is honorable to its core. You choose to write “I am always honorable” as a principle for your character but it is not a good one because it is too vague. Instead, let's distill what it means to be honorable. An honorable person is honest, just, and worthy of respect, so let's use these aspects to write down at least three principles for an honorable character: “I tell the truth, even if it puts me in danger”, “I am fair, even to my enemies”, and “I always keep my word”. These statements have all the requirements to be  good principles; they can be challenged during play, they are not too vague as to encompass too many aspects, and they spring the character into action, even when it is not advantageous to do so. Some racial traits can be useful when writing principles, you should take them into consideration when writing them.

    Starting Principles

    You start the game with up to 3  principles which you can write on your own or choose from the list below. If you write more than one principle (maximum 3), choose one of them as your core principle (see using principles). Always consult with your GM before writing principles.
    1. I abide to the local laws.
    2. I always keep my word.
    3. I always turn tail when things go south.
    4. I enact revenge on those who do me wrong.
    5. I bring criminals to justice.
    6. I defend those weaker than me.
    7. I don't betray others.
    8. I don't steal from others.
    9. I don't aid those weaker than me.
    10. I don't help those who help the weak.
    11. I don't help those who aid criminals.
    12. I don't harm those who are defenseless.
    13. I don't show mercy to criminals.
    14. I help those less fortunate.
    15. I am only loyal to my friends.
    16. I am fair, even to my enemies.
    17. I tell the truth, even if it puts me in danger.
    18. I ensure others take the blame of my actions.
    19. I put reason over emotions, even if it puts others in danger.
    20. I never allow others to take the blame for things i’ve done.
    21. I only steal to help those less fortunate.
    22. I only lie to help good people in need.
    23. I only break the law if it us unjust or to help those in real need.
    24. I only help those in need if it advances law and order.
    25. I only help those who help me.
    26. I only help myself.

    Using Principles

    Besides serving as a guide for the actions of your character, you also get rewarded when you stick to your principles. You start the game with 3 Action Points which you can use to lower the number needed to land a success on a by 1, this means that if you need a 4 or a higher to get a success, you only need a 3. You commonly use Action Points on an action that helps you stick to one of your principles. For example, if you have “I defend those weaker than me.” as a principle and an enemy is about to hurt an innocent bystander, you can spend 1 Action Point to lower the success rate on a Defend roll to shield the bystander or maybe on a Melee roll in the hopes of striking down the attacker before it harms the innocent bystander. The GM has the final say on whether an Action Point can be spent on a certain roll or not.

    At the start of a new session, you reset your Action Points to 3 regardless if you had any previous unspent Action Points from the last session. In addition, if at the end of the session you stuck to you core principle, you get to mark 1 additional milestone in your character sheet.

    Determine Goals

    Goals help you determine the needs and wants of your character and they also help you establish how your character relates to the other characters in your group and what is the initial relationship between them. A Good GM will take your goals into consideration and weave them into the current campaign, so keep your goals meaningful and challenging for your character. They can be either personal, about relationships, or related to your current mission or quest.

    Writing Goals

    Gather with your group and talk about past experiences you have shared together, each character’s personality, and their principles. Once you have done this think about something your character wishes to accomplish for itself through the course of the game. Write a short statement about your goal in your character sheet and let the GM and those you deem relevant in your group know about it. This will be your starting personal goal. Then, think about how have you connected with at least one of the characters in your group in a meaningful way and write one statement about something you wish to accomplish related to them. This will be your starting relationship goal. Relationship goals are always about what another character did or is capable of doing, how that made you feel, and what you will do about it. You can use your principles as a guideline when determining how your character would react or feel about something another character has done. Finally, if the nature of your first mission or quest is known to you, write a short statement about something you wish to accomplish during the adventure. It could be related to the mission itself such as "I will capture the bandit alive", it could be related to someone in your group such as "I will make sure the mission goes according to plan", or it could be something personal you want to achieve in a short term such as "I will make sure to not be a burden to my teammates during this mission". This will be your starting mission goal. If there is no apparent mission or quest, you can write a second relationship goal instead or wait until an actual mission is given to you. Below you will find a list of example goals for each of the categories.

    Example:
    Since Joanna’s character is a mage, she  decides that her character wishes to find something magical during the game. She writes “I will find a piece of ancient arcane lore and learn its content.” as her starting personal goal. While speaking with her group, she determines that one of the characters had her character’s back in a recent pinch and she feels she owes them for it. She discusses this with the other player, and after both agree that it's a good goal, she writes  “Grovax had my back in the last fight and I feel indebted to him. I must find a way to pay him back.” as her starting relationship goal. The GM reveals they have been hired by the local lord to clear out a goblin-infested cave. Joanna remembers how Tibaldo described his character as a wildcard and writes “I will keep Jack out of trouble during this quest.” as her mission goals.

    Personal Goals Examples

    • I will amass enough wealth to build a _________ business.
    • I will amass enough wealth to retire.
    • I will ascend to one of the top ranks in the organization I am in.
    • I will become a great ally to someone in power.
    • I will better the living conditions of those who live in _________.
    • I will bring _________ to justice.
    • I will destroy _________ and all they stand for.
    • I will discover who murdered my parents.
    • I will do a random good deed everyday for a month.
    • I will find a piece of important lore and learn its content.
    • I will make a name for myself.
    • I will reveal the corruption that is eating away the city/town/village/planet of __________.

    Relationship Goals Examples

    • __________  didn't come through when I needed it the most. I will make sure they atone for it.
    • __________  doesn't trust me. I must change their perception of me.
    • __________ fears my powers and for good reason. I will prove to them that I have it under control.
    • __________ had my back in the last fight and I feel indebted to them. I must find a way to pay them back.
    • __________ has much to teach me about __________ . I must learn all I can.
    • __________  is cruel. I must teach them to be compassionate.
    • __________  is destined for greatness. i will help them achieve __________  goal.
    • __________  is impressed with my abilities and seems curious. I will teach them whatever I can.
    • __________ is weak. I must teach them how to be strong.
    • __________  owes me __________ . I will make sure they pay me back.
    • __________  seems capable. I will convince them to do __________  for/with me.
    • I blame __________  for __________ .  I will make them pay.

    Mission Goals Examples

    • I will capture __________ alive.
    • I will guard __________  with all I've got.
    • I will keep __________ out of trouble during this mission.
    • I will make sure no civilians are harmed during this mission.
    • I will make sure __________ sticks to the plan this time.
    • I will make sure to not be a burden to my teammates during this mission.

    Resolving Goals

    At the end of a session, go over your personal and relationship goals and figure out if those goals are still relevant. If it is determined by you and the other players that those goals no longer apply be it because you achieved your goals during this session or your character's’ feelings have changed. You can erase that goal and write a new goal based on recent events during the game. Mission goals can be resolved while the characters have some downtime after a mission has been completed. For each resolved goal, mark 1 milestone in your character sheet.
  • Play Report: Drought in Sulindal – Session 2 & 3


    Cast
    Jack – Level 2 Changeling Rogue
    Lucius – Level 2 Human Mage


    Summary (session 2)
    After the party briefly mourned Dulin they decided to keep going forward and explore the next room but not before encountering another living spell, this time made out of acid rather than fire. No one attempted to communicate with it–something living spells are able to do (although not very good)– and decided to fight it. Once the party dealt with the threat they moved into the next room where the found four chests. The rogue decided to try and open one of them but failed, a floating metallic gauntlet of large size appeared gesturing it wanted to play rock/paper/scissors, Jack found this hilarious and decided to play along but the laughs stopped when Tibaldo (Jack) lost against me and the gauntlet punched Jack dealing a great deal of damage. Unwilling to give up, jack played a few times until he won and got regarded with a magic item. Then, jack decided to try its luck with another chest but this time he failed his roll and the chest turned out to be a mimic. The encounter did not go very well as Lucius failed an abjuration spell to try and stop the mimic and instead ended up with nailing his own mouth shut, the nails digging in deeper with each failed attempt to remove them. While Lucius struggled, Jack got eaten and failed his last breath. At this point Lucius decided to run outside towards Kolbert’s house and seek help before the nails killed him. He managed to reach Kolbert’s house in time and there he explained what happened. Jack was definitely dead and now Tibaldo was looking at what he would play next.

    Conclusion
    This session was even shorter than before since we got to play very late that night. Tibaldo asked if he could play Kolbert arguing that seeing another human being die partially due to his fault, it would trigger some emotions about how his wife died and it would move him to take up arms once again. Tibaldo fleshed out Kolbert’s background and decided to try Awful Good Game’s Swordmage.



    Cast
    Kolbert– Level 4 Human Swordmage
    Lucius – Level 3 Human Mage

    Summary (session 3)
    When he was ready, both Lucius and Kolbert headed to the tower where they found that Dulin’s body was missing, the mimic destroyed, and Jack’s body was no where to be found as well. They climbed the spiral of stairs to a room where some wererats were ready to ambush them, of course the rat’s plans failed as the party to be too powerful for them. One of the wererats pleaded for his life and eventually attacked them out of panic when he say Lucius was not so willing to let them go. Once they cleared the room, they noticed four doors; in one of them they found what remained of Jack who was still wearing the magic item he previously gained. Two other rooms held a wererat each which refused to come out, the last room had Dulin’s body but the party did not bother to check the door since their attention moved towards the pleading wererats. One of the rats managed to escape through a window while the other blamed everything on the rat king and managed to escape the party’s grasp.
    The party did not bother to loot the bodies and decided to keep climbing up the stairs until they reached the pinnacle of the tower where the rat king was supposed to be. When they arrived at the top it was already dark, the floor was unusually dark. It took them a moment to realize they were actually standing on grass and that the dark floor was actually countless of rats tightly moving about. The group found the rat king on top of a gargoyle statue and was already waiting for them and surprisingly enough had a deal for them. The rat king told them that it was thanks to him and his kin that there were no goblin raids and no necromancers. When Lucius heard the word necromancer he became curious, he already suspected something about Nil, Minerva’s assistant at the cemetery. The rat king continued explaining that since Farabrout no longer buried their dead and brought them here (to Halkorn), the necromancer would eventually follow. He also mentioned that he did not plan to stay there for long and if left alone and well fed he would keep “protecting the village” and not harm any villagers. It fell upon Kolbert to make the decision and after much debate and a serious of bad rolls to see if the king was lying, Kolbert agreed to the deal and the group left the tower to the rat king as they prepared to travel the next day to Vidreng village and meet with Inuben.
    Since they were previously bitten by the wererats several times on the previous sessions, I decided to come up with some mechanics for diseases using D&D 4e’s rules for them, both of them gained the wererat fever disease. This was the result:

    Resist Disease
    When you make camp while afflicted by a disease and make and try to resist the effects, roll +CON
    ✴ On a 10+, the disease stage is reduced by 1.
    ✴On a 7-9+, the disease stage remains the same.
    ✴On a miss, the disease stage is increased by 1.
    A disease normally starts at stage 1. If the disease enters a new stage, the effects of the new stage normally stacks with the effects of the old one.

    Wererat Fever [Disease]
    Stage 0: You are cured of the disease
    Stage 1: Gain the sick debility which is ongoing until the disease is cured.
    Stage 2: The fevers kick in and your appearance begings to change to that of a wererat, gain the awkward tag ongoing.
    Stage 3: You change into a wererat.

    The party reached the village after 3 uneventful days of travel.  As they moved around the village Lucius noticed that Vidigern was withering away and it wouldnt take long for the tree to succumb to whatever illness it was affecting it. Inuben greeted them there and suggested to move to the town hall where they could speak in private. There Inuben explained that he was one of youngest druids in Vidigern’s circle and is now the last druid of the village as the rest have taken their final druid sleep. He also explained the history behind Vidigern and how she ended up being a giant oak tree and what was needed to at least restore her health, ff she was cured, she could produce a cure for Runea. Although it was best for him to tell the party that was the only way, he did suggest that Runea has a brother that is now part of a cult known as The Cult of the All-Knowing and that they could choose to try and find him and get him to tell them how to get inside Smitheim where Uguthos is (which is something contemplated by the adventure). The party decided to try and face Mudwart, the troll king who once wounded Vidigern and retrieve her totem in other to heal her since it would save the most amount of lives. Before leaving, Lucius and Kolbert decided to leave offerings to Vidigern and prey for their disease to be cured which was granted with a successful roll.

    With the help of Lucius’ arcane familiar the party reached the troll king’s lair and proceeded with caution. After a while, they encountered two giant doors; one appeared to not be guarded while the other was protected by a large frog with a tentacle on its back. This was Krognor, Mudwart’s pet. Lucius secretly casted a divination spell to see which door led to the troll king faster. The roll failed which led him to believe the unguarded door was the best option when in reality it was the sleeping quarters of 3 trolls. Lucius opened the door with confidence leading to the trolls awaking and rapidly attacking them. After a few bad rolls, Lucius got his act finally together and dealt with two of the trolls while Kolbert used his held Magic wisely and was able to deal with Krognor and one of the trolls.

    Conclusion
    This session I got to see more of the mage being used and the comments by Martin about the class’ flexibility without feeling overpowered was good to hear since that was what I was thriving for. Overall the session went pretty smoothly, the players seem pretty interested about the plot. Particularly it was pleasing to see how they were trying to piece everything together; the drought, the dwarves of smitheim closing the dam, and Runea’s condition.
  • Chimera Playtest - Sessions 1 and 2


    Introduction

    About a week ago I had enough content to start testing the system (finally!). I contacted some people and formed a group of 5 players to take the system for a ride and they did not disappoint! Below you will find how the process of making characters and running the two sessions went.

    Character Creation

    The group consisted of 3 veteran players which I gave the document to make their characters without explaining anything to them. Their task was to go over the doc without asking any questions, the other two had never played a tabletop role playing game in their lives but they found the rules intuitive enough that they could make their characters with little questioning from their part.
    Making the characters took around 2 hours but the players didn't realize all that time had passed mainly because we were caching up and sharing a few drinks while the whole ordeal took place. At first I wasnt sure if that was the reason but then on the second session we had a new player who had played a tabletop rpg maybe twice before and she was able to make her character with little assistance in less than 20 minutes.

    The Cast



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    The Setting

    I had to find a setting were I could test all fantasy, modern, and sci-fi elements of the game in one place. After a few hours pondering I came up with a setting where a master race decided to abduct species from different planets and realities and keep them “safe” in different habitable moons they had previously colonized. They used the core of a giant planet to power an AI that would be in charge of maintaining every city/dome, and of sending the numerous vessels throughout the different planets to collect worthy, civil species.
    These species were brainwashed to believe that all the different realities were in danger and were being currently destroyed one by one by a nameless horror. This helped most of the species to cope and adapt to their new lives, but the Boz, a species known throughout different worlds for being cruel and shameless abductors themselves felt there was something amiss.
    The domes in which the species lived in had different purposes, some were to harvest food, others for labor, but they all shared the same architecture which was filled with statues and canticles promoting their captors as benevolent saviors.
    Eventually the Boz revolted and persuaded/tortured members of other species to do the same. The rebellion lasted less than a year. Once the Boz found a way to hack the AI it was game over for the master race. What the Boz didn't anticipate was the AI going berserk on them once they were done with the tampering (something the master programmed into the AI as a way to say "screw you all" in the event their captives turned on them). Many domes were lost, most of the moons became barren wastelands after a series of nuclear explosions, and countless of them lost communication with one another.
    The game starts 100 years after the rebellion. The surviving species now live from whatever they can find while they fence off the numerous pests and monstrosities the crazy AI has been bringing back to the moons (killing them off would have been just too easy). Crimelords and other figures of power who have managed to get a hold of a dome often look for lost portals to other moons in order to raid them for resources.

    Session 1

    Maddy (Patricia), Alexia (Joanna), Bastard (Tibaldo), and Comali (Carlos) are enjoying their credits from their last mission in a pub located in their home dome called the Cauldron. While enjoying themselves they hear a rumble outside. Once they step outside to take a look they notice that there is a ship crashing in the distance, one of the players notices that its a species vessel, a type of ship that has not been seen around those parts for over 50 years.
    The players immediately received two calls; one from Cerdo (a genetically modified pig) and Max (a human boy genius). Cerdo offers them a job to go salvage whatever pieces from the vessel they can find, specially the core of the ship while Max requests their services to capture a unique species found inside the vessel and to kill/destroy any evidence of the ship and the other species found inside. Since Max offered them an exorbitant amount credits they decided to side with him. Max anticipated they would receive a call from and offered them to make a fake core engine for them to give to Cerdo and cash in those extra credits to which the players agreed.
    Max  told them to plant a device he gave them on the creature once they knock it unconscious.  He also suggested that they should look for an abandoned train station near the crash site and find a way to activate one of the trains in order for them to make it back to the city fast once they were done with their mission.  As soon as the players acknowledged his instructions he  teleported them near the vessel. From there on they were on their own. 
    They had no difficulty finding the crash site and apparently neither did a group of mercenaries that were close by. The players decided to observe them from afar and let them open the vessel for them and then get the drop on them. The mercenary group succeeded in opening the vessel but they were immediately dragged in by a series of tentacles. No screams nor any type of struggle was heard.
    After waiting a few minutes to see if anything else happened the group started to argue among themselves deciding what to do next and while they were doing this, the creature they were sent out to get had crawled out of the ship and began to spring towards them. Maddy decided to slip out of combat and go for the ship to rig it to explode while the others fought the creature. The inside of the ship was covered in blood and with the remains of some of the passengers  but that didn't stop Maddy from achieving her goal. 
    Having witnessed what the monster did to the mercenaries, Bastard didn't hesitate to place the teleporting device on the monster before it even got a chance to act. By then Maddy was finishing rigging the vessel when they heard the cries of goblins who had spotted them and were rushing in with guns and machetes in hand. Their numbers were too great so the group decided to make a run for the abandoned train station max had told them to locate. After almost an hour of running without stopping the characters managed to outrun the goblins but they were all now fatigued.

    Session 2

    The group finally found the train station but the entrance was completely shut. While searching for a way in they noticed that there was a small terminal that could open the gate leading down to the subway but someone had to either hack into it by making a Computers roll, or find a way to rig wiring to force it open by making a Mechanics roll. No one in the group had computer skills so it was once again up to Maddy to make sure they got in.

    Patricia's roll got her a partial success which meant she would get the job done but it was going to take longer than expected. The other members of the group kept watch while she did her thing. In the distance they noticed that two figures were moving at a great speed towards them, upon closer inspection from Alexia, she noticed that it was Nicole (Nicole) and Forte (Martin) who were running towards them and that behind followed another pack of goblins. Maddy had just finished opening the gate when she noticed Nicole was in danger. One of Maddy's principles was that he only helped those who help him, so at that moment Patricia was struggling with whether or not her character should help them. Maddy knew them but they were not his friends and they had never helped him before. If she decided to help them, her character would go against his core principle and not cash in that XP later for sticking to it.

    After Maddy saw Nicole getting swarmed, he decided to use autofire and attack all the goblins in an area. He got them all in one shot.
    The characters feared more goblins would come and decided to get that gate closed. This time Patricia  was not so lucky with her dice; Maddy managed to close the gate but he ruined the circuitry and now the get was permanently shut. Their only way out was through the subway.

    The subway was pitch dark. Some of the characters could see in the dark but those unfortunate enough to have normal vision had to spend some of their gear usage to light their way before descending a set of long stairs. Once they were below, those who were fatigued took this opportunity to rest while Nicole and Forte decided to scout ahead. Forte remained closed to the railway and the entrance while Nicole went ahead and explored further down where she saw a single train wagon parked at the far back of the station.

    Like the station, the train looked worn and had no power. Nicole was still curious and decided to step inside, it was at this moment that she noticed that the door was not fully closed, a dismembered arm prevented the sliding doors to close completely and on top of that fresh blood was zipping out from further within the train. Nicole panicked and decided to go back silently to warn the others but as she backed away, she tripped face down. When she turned over she notice a man with odd goggles and a maniac smile coming out with a machete in one hand and a severed head in another. Luckily for her the others were alerted as well when she fell and immediately went to her aid. After seeing him, Nicole was more curious than shocked and wanted to know more about this man before attacking it. Maddy thought otherwise and proceeded to attack the man with his rifle. The attack did some damage and whether it was intentional or not, the man was now right next to him with a single jump. At this point Alexia felt there was something definitely odd about this man. She recalled hearing a group of humans talk about this creature, this thing that enters the body of a living person and possesses them to commit horrible crimes. The boogeyman they called it. If killed, the boogeyman would move to the nearest person and try to possess them. Alexia shouted out this information, Nicole figured that the best option was to incapacitate the creature, fix the train, and get the hell out before it woke up. She looked around for weak points in the structure and shot there to have a piece of debris fall on top of the creature without killing it.

    After the boogeyman was incapacitated, Alexia, Maddy, and Nicole decided to explore further to try and find a power source to have the train working again while Forte and Comali stayed behind to make sure the boogeyman didn't wake up. Amongst the shadows Nicole spotted a small figure rushing out of view on top of a bridge and suggested that they followed. Alexia used her tracking skills to follow the creature to its lair. The tracks led to a heavily sealed room which Maddy figured was the control room for the entire station. He failed to try and rig the wires and Nicole turned to diplomacy to convince the creature to open the door from the inside. it was an old halfling scavanger who had been trapped down there for days. The boogeyman took a bite out of one of his legs and he had no choice but to barricade himself wherever he could until he found a way to get out.

    The group assured the halfing the boogeyman was down for a couple of hours more and that he could leave safely.They even offered to help him with his leg but the halfling declined and only asked to escort him outside where he would find his way back. The group agreed, they took the pieces they needed to get the train working and left, leaving Nicole wondering who was the halfling and what he carried in his giant backpack.

    Conclusion

    The two sessions went surprisingly smooth despite me not having stats for monsters or even an adventure thought out. The players had a blast although the plot was very simple and had its fair share of plot-wholes. At the end of each session I sent the players a list of questions through a form for them to fill out anonymously. I got overall positive feedback. There was some confusing with the Wealth system and a few players had issues with the space in the character sheet. I already started to address some of this issues and hopefully our third session will be even better. Ill make sure to make a few posts about the rules of the game that the players had some issue with.

    The Character Sheet

    This was the character sheet I created for the first playtest session. Most of them were a bit confused when determining which skill went with which attribute because the icons next to them were a bit small. Other had issues with the space to write down information. Specially for weapon’s properties and some talents. I took these complaints into consideration and went from this:


    To this:


    The players loved the second sheet and felt it was a great improvement over the first version despite finding a skill repeated twice under Cunning.



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